【山河社稷图】
parent
d95768226b
commit
cb86e3efd4
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@ -1720,8 +1720,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 17.2}
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m_AnchoredPosition: {x: 0, y: -27.2}
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m_SizeDelta: {x: 1080, y: 1645.2}
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m_SizeDelta: {x: 1080, y: 1865.8}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!1 &5508372001009023518
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--- !u!1 &5508372001009023518
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GameObject:
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GameObject:
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@ -810,7 +810,7 @@ GameObject:
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m_Component:
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m_Component:
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- component: {fileID: 1124792822409242391}
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- component: {fileID: 1124792822409242391}
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- component: {fileID: 1124792822409242377}
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- component: {fileID: 1124792822409242377}
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- component: {fileID: 1124792822409242376}
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- component: {fileID: 7761454474100390247}
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m_Layer: 5
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m_Layer: 5
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m_Name: Image
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m_Name: Image
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m_TagString: Untagged
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m_TagString: Untagged
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@ -845,7 +845,7 @@ CanvasRenderer:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1124792822409242390}
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m_GameObject: {fileID: 1124792822409242390}
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m_CullTransparentMesh: 0
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m_CullTransparentMesh: 0
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--- !u!114 &1124792822409242376
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--- !u!114 &7761454474100390247
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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@ -854,26 +854,31 @@ MonoBehaviour:
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m_GameObject: {fileID: 1124792822409242390}
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m_GameObject: {fileID: 1124792822409242390}
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m_Enabled: 1
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_EditorHideFlags: 0
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m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Script: {fileID: 708705254, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Color: {r: 0.99215686, g: 0.92156863, b: 0.7607843, a: 1}
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m_RaycastTarget: 1
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m_RaycastTarget: 1
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m_OnCullStateChanged:
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_PersistentCalls:
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m_Calls: []
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_Sprite: {fileID: 0}
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m_FontData:
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m_Type: 0
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m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
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m_PreserveAspect: 0
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m_FontSize: 80
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m_FillCenter: 1
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m_FontStyle: 0
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m_FillMethod: 4
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m_BestFit: 0
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m_FillAmount: 1
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m_MinSize: 7
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m_FillClockwise: 1
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m_MaxSize: 80
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m_FillOrigin: 0
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m_Alignment: 4
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m_UseSpriteMesh: 0
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 1
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m_VerticalOverflow: 1
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m_LineSpacing: 1
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m_Text: 1
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--- !u!1 &1327947703286240711
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--- !u!1 &1327947703286240711
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -2045,7 +2050,7 @@ RectTransform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 3235000167935699174}
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m_GameObject: {fileID: 3235000167935699174}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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m_Children:
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File diff suppressed because it is too large
Load Diff
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@ -16,7 +16,7 @@ function FightLevelChapterPanel:InitComponent()
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
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this.prb = Util.GetGameObject(self.gameObject, "middle/prb")
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this.prb = Util.GetGameObject(self.gameObject, "middle/prb")
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.gameObject, "middle/rect").transform,
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.gameObject, "middle/rect").transform,
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this.prb, nil, Vector2.New(1080, 1645.2), 1, 1, Vector2.New(0,0))
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this.prb, nil, Vector2.New(1080, 1865.8), 1, 1, Vector2.New(0,0))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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this.ScrollView.moveTween.Strength = 1
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end
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end
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@ -19,7 +19,7 @@ function FightLevelSingleChapterPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.spLoader = SpriteLoader.New()
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self.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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self.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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this.chapterNameText = Util.GetGameObject(self.gameObject, "rightUp/chapterNameText"):GetComponent("Text")
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this.chapterNameText = Util.GetGameObject(self.gameObject, "rightUp/chapterNameText"):GetComponent("Text")
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this.chapterNameImage = Util.GetGameObject(self.gameObject, "rightUp/starInfoBg/Image/Image"):GetComponent("Image")
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this.chapterNameImage = Util.GetGameObject(self.gameObject, "rightUp/starInfoBg/Image/Image"):GetComponent("Text")
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this.totalPro = Util.GetGameObject(self.gameObject, "rewardBg/totalProImage/totalPro"):GetComponent("Text")
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this.totalPro = Util.GetGameObject(self.gameObject, "rewardBg/totalProImage/totalPro"):GetComponent("Text")
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this.prb = Util.GetGameObject(self.gameObject, "middle/prb")
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this.prb = Util.GetGameObject(self.gameObject, "middle/prb")
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@ -86,7 +86,7 @@ end
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function this.OnShowPanel()
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function this.OnShowPanel()
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chapterData = FightLevelManager.GetChapterData(chapterId)
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chapterData = FightLevelManager.GetChapterData(chapterId)
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this.chapterNameText.text = chapterData.config.Name
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this.chapterNameText.text = chapterData.config.Name
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this.chapterNameImage.sprite = this.spLoader:LoadSprite(chapterData.config.BigNumber)
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this.chapterNameImage.text = chapterData.config.Id
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if chapterData.node and LengthOfTable(chapterData.node) > 0 then
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if chapterData.node and LengthOfTable(chapterData.node) > 0 then
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local curchapterData = {}
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local curchapterData = {}
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for key, value in pairs(chapterData.node) do
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for key, value in pairs(chapterData.node) do
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@ -101,7 +101,16 @@ function this.OnShowPanel()
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this.ShowChapterPoint()
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this.ShowChapterPoint()
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end
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end
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function this.ShowChapterPoint()
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function this.ShowChapterPoint()
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for i = 1, math.max(#allSmallPoint , #chapterData.config.UselessPoint) do
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local num = 0
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for i = 1, #chapterData.node do
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if chapterData.node[i].config.UselessPoint then
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for j = 1, #chapterData.node[i].config.UselessPoint do
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num = num + 1
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end
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end
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end
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for i = 1, math.max(#allSmallPoint , num) do
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local go = allSmallPoint[i]
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local go = allSmallPoint[i]
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if not go then
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if not go then
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go = newObject(this.pointPre)
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go = newObject(this.pointPre)
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@ -113,14 +122,23 @@ function this.ShowChapterPoint()
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end
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end
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go.gameObject:SetActive(false)
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go.gameObject:SetActive(false)
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end
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end
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for i = 1, #chapterData.config.UselessPoint do
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local index = 0
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allSmallPoint[i].gameObject:SetActive(true)
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for i = 1, #chapterData.node do
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allSmallPoint[i].transform.localPosition = Vector3.New(chapterData.config.UselessPoint[i][1],chapterData.config.UselessPoint[i][2],0)
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local isOpen = this.GetCurLevelIsOpen(chapterData.node[i])-- -1 未开启 0 开启 1 需解锁上一关 2 等级不足
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if chapterData.node[i].config.UselessPoint then
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for j = 1, #chapterData.node[i].config.UselessPoint do
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index = index + 1
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allSmallPoint[index].gameObject:SetActive(true)
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allSmallPoint[index].transform.localPosition = Vector3.New(chapterData.node[i].config.UselessPoint[j][1],chapterData.node[i].config.UselessPoint[j][2],0)
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local image = allSmallPoint[index]:GetComponent("Image")
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image.sprite = this.spLoader:LoadSprite(isOpen == 0 and point[1] or point[2])
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end
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end
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end
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end
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end
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end
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function this.SetSingleLevel(levelDatas)
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function this.SetSingleLevel(levelDatas)
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for i = 1, math.max(#levelDatas , #levelList) do
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for i = math.max(#levelDatas , #levelList), 1, -1 do
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local go = levelList[i]
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local go = levelList[i]
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if not go then
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if not go then
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go = newObject(this.prb)
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go = newObject(this.prb)
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@ -138,7 +156,7 @@ function this.SetSingleLevel(levelDatas)
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levelList[i].transform.localPosition = Vector3.New(levelDatas[i].config.LevelPointPosition[1],levelDatas[i].config.LevelPointPosition[2],0)
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levelList[i].transform.localPosition = Vector3.New(levelDatas[i].config.LevelPointPosition[1],levelDatas[i].config.LevelPointPosition[2],0)
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local prb1 = Util.GetGameObject(levelList[i], "prb1")--主
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local prb1 = Util.GetGameObject(levelList[i], "prb1")--主
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local prb2 = Util.GetGameObject(levelList[i], "prb2")--副奖励
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local prb2 = Util.GetGameObject(levelList[i], "prb2")--副奖励
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local prb3 = Util.GetGameObject(levelList[i], "prb2")--副战斗
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local prb3 = Util.GetGameObject(levelList[i], "prb3")--副战斗
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local isOpen = this.GetCurLevelIsOpen(levelDatas[i])-- -1 未开启 0 开启 1 需解锁上一关 2 等级不足
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local isOpen = this.GetCurLevelIsOpen(levelDatas[i])-- -1 未开启 0 开启 1 需解锁上一关 2 等级不足
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prb1:SetActive(false)
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prb1:SetActive(false)
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prb2:SetActive(false)
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prb2:SetActive(false)
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@ -71,15 +71,15 @@ function this.SetInfo(root,data,index)
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Util.GetGameObject(root,"warPower/Text"):GetComponent("Text").text = data.power
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Util.GetGameObject(root,"warPower/Text"):GetComponent("Text").text = data.power
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if data.type == 1 then
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if data.type == 1 then
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if fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then
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if fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then
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Util.GetGameObject(root,"ClickBtn/tip"):GetComponent("Text").text = "首次三星通关"
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Util.GetGameObject(root,"tip"):GetComponent("Text").text = "首次三星通关"
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elseif fightLevelData.config.StageType == 3 then
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elseif fightLevelData.config.StageType == 3 then
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Util.GetGameObject(root,"ClickBtn/tip"):GetComponent("Text").text = "首次通关"
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Util.GetGameObject(root,"tip"):GetComponent("Text").text = "首次通关"
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end
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end
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elseif data.type == 2 then
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elseif data.type == 2 then
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if fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then
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if fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then
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Util.GetGameObject(root,"ClickBtn/tip"):GetComponent("Text").text = "最低战力三星通关"
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Util.GetGameObject(root,"tip"):GetComponent("Text").text = "最低战力三星通关"
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elseif fightLevelData.config.StageType == 3 then
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elseif fightLevelData.config.StageType == 3 then
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Util.GetGameObject(root,"ClickBtn/tip"):GetComponent("Text").text = "最低战力通关"
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Util.GetGameObject(root,"tip"):GetComponent("Text").text = "最低战力通关"
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end
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end
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end
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end
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Util.AddOnceClick(Util.GetGameObject(root,"ClickBtn"), function()
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Util.AddOnceClick(Util.GetGameObject(root,"ClickBtn"), function()
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@ -63,8 +63,6 @@ function this.InitView()
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this.root.btn_1_lab.text = Language[10710]
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this.root.btn_1_lab.text = Language[10710]
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this.root.btn_2_lab.text = Language[10706]
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this.root.btn_2_lab.text = Language[10706]
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MapManager.isCarbonEnter = false
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MapManager.isCarbonEnter = false
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this.root.formTip:SetActive(true)
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this.root.formTip:GetComponent("Text").text = Language[10717] ..20 .. Language[10718]
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local costTip = this.root.costTip
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local costTip = this.root.costTip
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costTip:SetActive(false)
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costTip:SetActive(false)
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hadClick = false
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hadClick = false
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